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Feature improvement: tripwire, tripwire mines and directional eplosives can now be planted with the map editor.
- The new Items tag <usActionItemFlag> is necessary for that. Necessary items tripwire and claymore have been added. These new items are intended for the map editor, they will however work like their original ingame. - The action item system has been repaired for this. It has never worked correctly prior to this, but the errors never occured. git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1538 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
@@ -174,6 +174,7 @@
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<RepairModifier>0</RepairModifier>
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||||
<DamageChance>0</DamageChance>
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||||
<DirtIncreaseFactor>0.0</DirtIncreaseFactor>
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||||
<usActionItemFlag>0</usActionItemFlag>
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||||
<STAND_MODIFIERS>
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||||
<FlatBase>0</FlatBase>
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||||
<PercentBase>0</PercentBase>
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@@ -46007,6 +46008,7 @@
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<Directional>1</Directional>
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||||
<TripWireActivation>1</TripWireActivation>
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||||
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
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||||
<usActionItemFlag>256</usActionItemFlag>
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||||
<STAND_MODIFIERS />
|
||||
<CROUCH_MODIFIERS />
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||||
<PRONE_MODIFIERS />
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@@ -46038,6 +46040,7 @@
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<TripWireActivation>1</TripWireActivation>
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<TripWire>1</TripWire>
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<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
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||||
<usActionItemFlag>17</usActionItemFlag> <!-- net 1, lvl 1-->
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||||
<STAND_MODIFIERS />
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||||
<CROUCH_MODIFIERS />
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||||
<PRONE_MODIFIERS />
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@@ -47516,4 +47519,709 @@
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<CROUCH_MODIFIERS />
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||||
<PRONE_MODIFIERS />
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||||
</ITEM>
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<!-- Copies of the claymore item. These are purely meant for the map editor and should not be used otherwise-->
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<ITEM>
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||||
<uiIndex>1584</uiIndex><!-->NORTHEAST DIRECTION (map editor only)-->
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<szItemName>M18 Claymore</szItemName>
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<szLongItemName>M18 Claymore</szLongItemName>
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||||
<szItemDesc>The M18 Claymore directional mine can be triggered by a remote detonator, by a tripwire or simply be used as a mine. 700 steel balls will be fired in a 60 degree arc, maximum height of 2 m. Tip: Front towards enemy.</szItemDesc>
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<szBRName>M18 Claymore</szBRName>
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<szBRDesc>Lay ambushes with networks of tripwire and these babies. Can also be activated remotely. We accept no responsibility for casulties due to setting it up in the wrong way.</szBRDesc>
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<usItemClass>512</usItemClass>
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||||
<nasLayoutClass>1</nasLayoutClass>
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||||
<ubClassIndex>85</ubClassIndex>
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||||
<ubCursor>18</ubCursor>
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||||
<ubGraphicType>2</ubGraphicType>
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||||
<ubGraphicNum>97</ubGraphicNum>
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||||
<ubWeight>16</ubWeight>
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||||
<ubPerPocket>1</ubPerPocket>
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||||
<ItemSize>17</ItemSize>
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||||
<usPrice>1250</usPrice>
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||||
<ubCoolness>5</ubCoolness>
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||||
<bRepairEase>-4</bRepairEase>
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||||
<Damageable>1</Damageable>
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||||
<Repairable>1</Repairable>
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||||
<Metal>1</Metal>
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||||
<BigGunList>1</BigGunList>
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||||
<BR_NewInventory>4</BR_NewInventory>
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<BR_UsedInventory>1</BR_UsedInventory>
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<Mine>1</Mine>
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<Directional>1</Directional>
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<TripWireActivation>1</TripWireActivation>
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<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
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<usActionItemFlag>512</usActionItemFlag>
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<STAND_MODIFIERS />
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<CROUCH_MODIFIERS />
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<PRONE_MODIFIERS />
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</ITEM>
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<ITEM>
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<uiIndex>1585</uiIndex><!-->EAST DIRECTION (map editor only)-->
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<szItemName>M18 Claymore</szItemName>
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<szLongItemName>M18 Claymore</szLongItemName>
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<szItemDesc>The M18 Claymore directional mine can be triggered by a remote detonator, by a tripwire or simply be used as a mine. 700 steel balls will be fired in a 60 degree arc, maximum height of 2 m. Tip: Front towards enemy.</szItemDesc>
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<szBRName>M18 Claymore</szBRName>
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<szBRDesc>Lay ambushes with networks of tripwire and these babies. Can also be activated remotely. We accept no responsibility for casulties due to setting it up in the wrong way.</szBRDesc>
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<usItemClass>512</usItemClass>
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<nasLayoutClass>1</nasLayoutClass>
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<ubClassIndex>85</ubClassIndex>
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<ubCursor>18</ubCursor>
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<ubGraphicType>2</ubGraphicType>
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<ubGraphicNum>97</ubGraphicNum>
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<ubWeight>16</ubWeight>
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<ubPerPocket>1</ubPerPocket>
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<ItemSize>17</ItemSize>
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<usPrice>1250</usPrice>
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<ubCoolness>5</ubCoolness>
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<bRepairEase>-4</bRepairEase>
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<Damageable>1</Damageable>
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<Repairable>1</Repairable>
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<Metal>1</Metal>
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||||
<BigGunList>1</BigGunList>
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||||
<BR_NewInventory>4</BR_NewInventory>
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<BR_UsedInventory>1</BR_UsedInventory>
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<Mine>1</Mine>
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||||
<Directional>1</Directional>
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<TripWireActivation>1</TripWireActivation>
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<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
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||||
<usActionItemFlag>1024</usActionItemFlag>
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||||
<STAND_MODIFIERS />
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||||
<CROUCH_MODIFIERS />
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||||
<PRONE_MODIFIERS />
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||||
</ITEM>
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||||
<ITEM>
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||||
<uiIndex>1586</uiIndex><!-->SOUTHEAST DIRECTION (map editor only)-->
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||||
<szItemName>M18 Claymore</szItemName>
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||||
<szLongItemName>M18 Claymore</szLongItemName>
|
||||
<szItemDesc>The M18 Claymore directional mine can be triggered by a remote detonator, by a tripwire or simply be used as a mine. 700 steel balls will be fired in a 60 degree arc, maximum height of 2 m. Tip: Front towards enemy.</szItemDesc>
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||||
<szBRName>M18 Claymore</szBRName>
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||||
<szBRDesc>Lay ambushes with networks of tripwire and these babies. Can also be activated remotely. We accept no responsibility for casulties due to setting it up in the wrong way.</szBRDesc>
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||||
<usItemClass>512</usItemClass>
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||||
<nasLayoutClass>1</nasLayoutClass>
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||||
<ubClassIndex>85</ubClassIndex>
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||||
<ubCursor>18</ubCursor>
|
||||
<ubGraphicType>2</ubGraphicType>
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||||
<ubGraphicNum>97</ubGraphicNum>
|
||||
<ubWeight>16</ubWeight>
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||||
<ubPerPocket>1</ubPerPocket>
|
||||
<ItemSize>17</ItemSize>
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||||
<usPrice>1250</usPrice>
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||||
<ubCoolness>5</ubCoolness>
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||||
<bRepairEase>-4</bRepairEase>
|
||||
<Damageable>1</Damageable>
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||||
<Repairable>1</Repairable>
|
||||
<Metal>1</Metal>
|
||||
<BigGunList>1</BigGunList>
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||||
<BR_NewInventory>4</BR_NewInventory>
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||||
<BR_UsedInventory>1</BR_UsedInventory>
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||||
<Mine>1</Mine>
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||||
<Directional>1</Directional>
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||||
<TripWireActivation>1</TripWireActivation>
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||||
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
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||||
<usActionItemFlag>2048</usActionItemFlag>
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||||
<STAND_MODIFIERS />
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||||
<CROUCH_MODIFIERS />
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||||
<PRONE_MODIFIERS />
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||||
</ITEM>
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||||
<ITEM>
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||||
<uiIndex>1587</uiIndex><!-->SOUTH DIRECTION (map editor only)-->
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||||
<szItemName>M18 Claymore</szItemName>
|
||||
<szLongItemName>M18 Claymore</szLongItemName>
|
||||
<szItemDesc>The M18 Claymore directional mine can be triggered by a remote detonator, by a tripwire or simply be used as a mine. 700 steel balls will be fired in a 60 degree arc, maximum height of 2 m. Tip: Front towards enemy.</szItemDesc>
|
||||
<szBRName>M18 Claymore</szBRName>
|
||||
<szBRDesc>Lay ambushes with networks of tripwire and these babies. Can also be activated remotely. We accept no responsibility for casulties due to setting it up in the wrong way.</szBRDesc>
|
||||
<usItemClass>512</usItemClass>
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||||
<nasLayoutClass>1</nasLayoutClass>
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||||
<ubClassIndex>85</ubClassIndex>
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||||
<ubCursor>18</ubCursor>
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||||
<ubGraphicType>2</ubGraphicType>
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||||
<ubGraphicNum>97</ubGraphicNum>
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||||
<ubWeight>16</ubWeight>
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||||
<ubPerPocket>1</ubPerPocket>
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||||
<ItemSize>17</ItemSize>
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||||
<usPrice>1250</usPrice>
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||||
<ubCoolness>5</ubCoolness>
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||||
<bRepairEase>-4</bRepairEase>
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||||
<Damageable>1</Damageable>
|
||||
<Repairable>1</Repairable>
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||||
<Metal>1</Metal>
|
||||
<BigGunList>1</BigGunList>
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||||
<BR_NewInventory>4</BR_NewInventory>
|
||||
<BR_UsedInventory>1</BR_UsedInventory>
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||||
<Mine>1</Mine>
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||||
<Directional>1</Directional>
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||||
<TripWireActivation>1</TripWireActivation>
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||||
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
|
||||
<usActionItemFlag>4096</usActionItemFlag>
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||||
<STAND_MODIFIERS />
|
||||
<CROUCH_MODIFIERS />
|
||||
<PRONE_MODIFIERS />
|
||||
</ITEM>
|
||||
<ITEM>
|
||||
<uiIndex>1588</uiIndex><!-->SOUTHWEST DIRECTION (map editor only)-->
|
||||
<szItemName>M18 Claymore</szItemName>
|
||||
<szLongItemName>M18 Claymore</szLongItemName>
|
||||
<szItemDesc>The M18 Claymore directional mine can be triggered by a remote detonator, by a tripwire or simply be used as a mine. 700 steel balls will be fired in a 60 degree arc, maximum height of 2 m. Tip: Front towards enemy.</szItemDesc>
|
||||
<szBRName>M18 Claymore</szBRName>
|
||||
<szBRDesc>Lay ambushes with networks of tripwire and these babies. Can also be activated remotely. We accept no responsibility for casulties due to setting it up in the wrong way.</szBRDesc>
|
||||
<usItemClass>512</usItemClass>
|
||||
<nasLayoutClass>1</nasLayoutClass>
|
||||
<ubClassIndex>85</ubClassIndex>
|
||||
<ubCursor>18</ubCursor>
|
||||
<ubGraphicType>2</ubGraphicType>
|
||||
<ubGraphicNum>97</ubGraphicNum>
|
||||
<ubWeight>16</ubWeight>
|
||||
<ubPerPocket>1</ubPerPocket>
|
||||
<ItemSize>17</ItemSize>
|
||||
<usPrice>1250</usPrice>
|
||||
<ubCoolness>5</ubCoolness>
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||||
<bRepairEase>-4</bRepairEase>
|
||||
<Damageable>1</Damageable>
|
||||
<Repairable>1</Repairable>
|
||||
<Metal>1</Metal>
|
||||
<BigGunList>1</BigGunList>
|
||||
<BR_NewInventory>4</BR_NewInventory>
|
||||
<BR_UsedInventory>1</BR_UsedInventory>
|
||||
<Mine>1</Mine>
|
||||
<Directional>1</Directional>
|
||||
<TripWireActivation>1</TripWireActivation>
|
||||
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
|
||||
<usActionItemFlag>8192</usActionItemFlag>
|
||||
<STAND_MODIFIERS />
|
||||
<CROUCH_MODIFIERS />
|
||||
<PRONE_MODIFIERS />
|
||||
</ITEM>
|
||||
<ITEM>
|
||||
<uiIndex>1589</uiIndex><!-->WEST DIRECTION (map editor only)-->
|
||||
<szItemName>M18 Claymore</szItemName>
|
||||
<szLongItemName>M18 Claymore</szLongItemName>
|
||||
<szItemDesc>The M18 Claymore directional mine can be triggered by a remote detonator, by a tripwire or simply be used as a mine. 700 steel balls will be fired in a 60 degree arc, maximum height of 2 m. Tip: Front towards enemy.</szItemDesc>
|
||||
<szBRName>M18 Claymore</szBRName>
|
||||
<szBRDesc>Lay ambushes with networks of tripwire and these babies. Can also be activated remotely. We accept no responsibility for casulties due to setting it up in the wrong way.</szBRDesc>
|
||||
<usItemClass>512</usItemClass>
|
||||
<nasLayoutClass>1</nasLayoutClass>
|
||||
<ubClassIndex>85</ubClassIndex>
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||||
<ubCursor>18</ubCursor>
|
||||
<ubGraphicType>2</ubGraphicType>
|
||||
<ubGraphicNum>97</ubGraphicNum>
|
||||
<ubWeight>16</ubWeight>
|
||||
<ubPerPocket>1</ubPerPocket>
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||||
<ItemSize>17</ItemSize>
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||||
<usPrice>1250</usPrice>
|
||||
<ubCoolness>5</ubCoolness>
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||||
<bRepairEase>-4</bRepairEase>
|
||||
<Damageable>1</Damageable>
|
||||
<Repairable>1</Repairable>
|
||||
<Metal>1</Metal>
|
||||
<BigGunList>1</BigGunList>
|
||||
<BR_NewInventory>4</BR_NewInventory>
|
||||
<BR_UsedInventory>1</BR_UsedInventory>
|
||||
<Mine>1</Mine>
|
||||
<Directional>1</Directional>
|
||||
<TripWireActivation>1</TripWireActivation>
|
||||
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
|
||||
<usActionItemFlag>16384</usActionItemFlag>
|
||||
<STAND_MODIFIERS />
|
||||
<CROUCH_MODIFIERS />
|
||||
<PRONE_MODIFIERS />
|
||||
</ITEM>
|
||||
<ITEM>
|
||||
<uiIndex>1590</uiIndex><!-->NORTHWEST DIRECTION (map editor only)-->
|
||||
<szItemName>M18 Claymore</szItemName>
|
||||
<szLongItemName>M18 Claymore</szLongItemName>
|
||||
<szItemDesc>The M18 Claymore directional mine can be triggered by a remote detonator, by a tripwire or simply be used as a mine. 700 steel balls will be fired in a 60 degree arc, maximum height of 2 m. Tip: Front towards enemy.</szItemDesc>
|
||||
<szBRName>M18 Claymore</szBRName>
|
||||
<szBRDesc>Lay ambushes with networks of tripwire and these babies. Can also be activated remotely. We accept no responsibility for casulties due to setting it up in the wrong way.</szBRDesc>
|
||||
<usItemClass>512</usItemClass>
|
||||
<nasLayoutClass>1</nasLayoutClass>
|
||||
<ubClassIndex>85</ubClassIndex>
|
||||
<ubCursor>18</ubCursor>
|
||||
<ubGraphicType>2</ubGraphicType>
|
||||
<ubGraphicNum>97</ubGraphicNum>
|
||||
<ubWeight>16</ubWeight>
|
||||
<ubPerPocket>1</ubPerPocket>
|
||||
<ItemSize>17</ItemSize>
|
||||
<usPrice>1250</usPrice>
|
||||
<ubCoolness>5</ubCoolness>
|
||||
<bRepairEase>-4</bRepairEase>
|
||||
<Damageable>1</Damageable>
|
||||
<Repairable>1</Repairable>
|
||||
<Metal>1</Metal>
|
||||
<BigGunList>1</BigGunList>
|
||||
<BR_NewInventory>4</BR_NewInventory>
|
||||
<BR_UsedInventory>1</BR_UsedInventory>
|
||||
<Mine>1</Mine>
|
||||
<Directional>1</Directional>
|
||||
<TripWireActivation>1</TripWireActivation>
|
||||
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
|
||||
<usActionItemFlag>32768</usActionItemFlag>
|
||||
<STAND_MODIFIERS />
|
||||
<CROUCH_MODIFIERS />
|
||||
<PRONE_MODIFIERS />
|
||||
</ITEM>
|
||||
<!-- Copies of the tripwire item. These are purely meant for the map editor and should not be used otherwise-->
|
||||
<ITEM>
|
||||
<uiIndex>1591</uiIndex>
|
||||
<szItemName>Tripwire</szItemName>
|
||||
<szLongItemName>Tripwire</szLongItemName>
|
||||
<szItemDesc>If you want to build intricate, complex systems of mines, you'll need tripwire to connect your devices. You know you want to.</szItemDesc>
|
||||
<szBRName>Tripwire</szBRName>
|
||||
<szBRDesc>Tripwire for mines. Only 10 bucks per meter, just this week!</szBRDesc>
|
||||
<usItemClass>512</usItemClass>
|
||||
<nasLayoutClass>1</nasLayoutClass>
|
||||
<ubClassIndex>86</ubClassIndex>
|
||||
<ubCursor>18</ubCursor>
|
||||
<ubGraphicType>2</ubGraphicType>
|
||||
<ubGraphicNum>66</ubGraphicNum>
|
||||
<ubWeight>1</ubWeight>
|
||||
<ubPerPocket>8</ubPerPocket>
|
||||
<ItemSize>10</ItemSize>
|
||||
<usPrice>10</usPrice>
|
||||
<ubCoolness>3</ubCoolness>
|
||||
<Damageable>1</Damageable>
|
||||
<Metal>1</Metal>
|
||||
<BigGunList>1</BigGunList>
|
||||
<BR_NewInventory>40</BR_NewInventory>
|
||||
<BR_UsedInventory>25</BR_UsedInventory>
|
||||
<Mine>1</Mine>
|
||||
<TripWireActivation>1</TripWireActivation>
|
||||
<TripWire>1</TripWire>
|
||||
<usActionItemFlag>33</usActionItemFlag> <!-- net 1, lvl 2-->
|
||||
<STAND_MODIFIERS />
|
||||
<CROUCH_MODIFIERS />
|
||||
<PRONE_MODIFIERS />
|
||||
</ITEM>
|
||||
<ITEM>
|
||||
<uiIndex>1592</uiIndex>
|
||||
<szItemName>Tripwire</szItemName>
|
||||
<szLongItemName>Tripwire</szLongItemName>
|
||||
<szItemDesc>If you want to build intricate, complex systems of mines, you'll need tripwire to connect your devices. You know you want to.</szItemDesc>
|
||||
<szBRName>Tripwire</szBRName>
|
||||
<szBRDesc>Tripwire for mines. Only 10 bucks per meter, just this week!</szBRDesc>
|
||||
<usItemClass>512</usItemClass>
|
||||
<nasLayoutClass>1</nasLayoutClass>
|
||||
<ubClassIndex>86</ubClassIndex>
|
||||
<ubCursor>18</ubCursor>
|
||||
<ubGraphicType>2</ubGraphicType>
|
||||
<ubGraphicNum>66</ubGraphicNum>
|
||||
<ubWeight>1</ubWeight>
|
||||
<ubPerPocket>8</ubPerPocket>
|
||||
<ItemSize>10</ItemSize>
|
||||
<usPrice>10</usPrice>
|
||||
<ubCoolness>3</ubCoolness>
|
||||
<Damageable>1</Damageable>
|
||||
<Metal>1</Metal>
|
||||
<BigGunList>1</BigGunList>
|
||||
<BR_NewInventory>40</BR_NewInventory>
|
||||
<BR_UsedInventory>25</BR_UsedInventory>
|
||||
<Mine>1</Mine>
|
||||
<TripWireActivation>1</TripWireActivation>
|
||||
<TripWire>1</TripWire>
|
||||
<usActionItemFlag>65</usActionItemFlag> <!-- net 1, lvl 3-->
|
||||
<STAND_MODIFIERS />
|
||||
<CROUCH_MODIFIERS />
|
||||
<PRONE_MODIFIERS />
|
||||
</ITEM>
|
||||
<ITEM>
|
||||
<uiIndex>1593</uiIndex>
|
||||
<szItemName>Tripwire</szItemName>
|
||||
<szLongItemName>Tripwire</szLongItemName>
|
||||
<szItemDesc>If you want to build intricate, complex systems of mines, you'll need tripwire to connect your devices. You know you want to.</szItemDesc>
|
||||
<szBRName>Tripwire</szBRName>
|
||||
<szBRDesc>Tripwire for mines. Only 10 bucks per meter, just this week!</szBRDesc>
|
||||
<usItemClass>512</usItemClass>
|
||||
<nasLayoutClass>1</nasLayoutClass>
|
||||
<ubClassIndex>86</ubClassIndex>
|
||||
<ubCursor>18</ubCursor>
|
||||
<ubGraphicType>2</ubGraphicType>
|
||||
<ubGraphicNum>66</ubGraphicNum>
|
||||
<ubWeight>1</ubWeight>
|
||||
<ubPerPocket>8</ubPerPocket>
|
||||
<ItemSize>10</ItemSize>
|
||||
<usPrice>10</usPrice>
|
||||
<ubCoolness>3</ubCoolness>
|
||||
<Damageable>1</Damageable>
|
||||
<Metal>1</Metal>
|
||||
<BigGunList>1</BigGunList>
|
||||
<BR_NewInventory>40</BR_NewInventory>
|
||||
<BR_UsedInventory>25</BR_UsedInventory>
|
||||
<Mine>1</Mine>
|
||||
<TripWireActivation>1</TripWireActivation>
|
||||
<TripWire>1</TripWire>
|
||||
<usActionItemFlag>129</usActionItemFlag> <!-- net 1, lvl 4-->
|
||||
<STAND_MODIFIERS />
|
||||
<CROUCH_MODIFIERS />
|
||||
<PRONE_MODIFIERS />
|
||||
</ITEM>
|
||||
<ITEM>
|
||||
<uiIndex>1594</uiIndex>
|
||||
<szItemName>Tripwire</szItemName>
|
||||
<szLongItemName>Tripwire</szLongItemName>
|
||||
<szItemDesc>If you want to build intricate, complex systems of mines, you'll need tripwire to connect your devices. You know you want to.</szItemDesc>
|
||||
<szBRName>Tripwire</szBRName>
|
||||
<szBRDesc>Tripwire for mines. Only 10 bucks per meter, just this week!</szBRDesc>
|
||||
<usItemClass>512</usItemClass>
|
||||
<nasLayoutClass>1</nasLayoutClass>
|
||||
<ubClassIndex>86</ubClassIndex>
|
||||
<ubCursor>18</ubCursor>
|
||||
<ubGraphicType>2</ubGraphicType>
|
||||
<ubGraphicNum>66</ubGraphicNum>
|
||||
<ubWeight>1</ubWeight>
|
||||
<ubPerPocket>8</ubPerPocket>
|
||||
<ItemSize>10</ItemSize>
|
||||
<usPrice>10</usPrice>
|
||||
<ubCoolness>3</ubCoolness>
|
||||
<Damageable>1</Damageable>
|
||||
<Metal>1</Metal>
|
||||
<BigGunList>1</BigGunList>
|
||||
<BR_NewInventory>40</BR_NewInventory>
|
||||
<BR_UsedInventory>25</BR_UsedInventory>
|
||||
<Mine>1</Mine>
|
||||
<TripWireActivation>1</TripWireActivation>
|
||||
<TripWire>1</TripWire>
|
||||
<usActionItemFlag>18</usActionItemFlag> <!-- net 2, lvl 1-->
|
||||
<STAND_MODIFIERS />
|
||||
<CROUCH_MODIFIERS />
|
||||
<PRONE_MODIFIERS />
|
||||
</ITEM>
|
||||
<ITEM>
|
||||
<uiIndex>1595</uiIndex>
|
||||
<szItemName>Tripwire</szItemName>
|
||||
<szLongItemName>Tripwire</szLongItemName>
|
||||
<szItemDesc>If you want to build intricate, complex systems of mines, you'll need tripwire to connect your devices. You know you want to.</szItemDesc>
|
||||
<szBRName>Tripwire</szBRName>
|
||||
<szBRDesc>Tripwire for mines. Only 10 bucks per meter, just this week!</szBRDesc>
|
||||
<usItemClass>512</usItemClass>
|
||||
<nasLayoutClass>1</nasLayoutClass>
|
||||
<ubClassIndex>86</ubClassIndex>
|
||||
<ubCursor>18</ubCursor>
|
||||
<ubGraphicType>2</ubGraphicType>
|
||||
<ubGraphicNum>66</ubGraphicNum>
|
||||
<ubWeight>1</ubWeight>
|
||||
<ubPerPocket>8</ubPerPocket>
|
||||
<ItemSize>10</ItemSize>
|
||||
<usPrice>10</usPrice>
|
||||
<ubCoolness>3</ubCoolness>
|
||||
<Damageable>1</Damageable>
|
||||
<Metal>1</Metal>
|
||||
<BigGunList>1</BigGunList>
|
||||
<BR_NewInventory>40</BR_NewInventory>
|
||||
<BR_UsedInventory>25</BR_UsedInventory>
|
||||
<Mine>1</Mine>
|
||||
<TripWireActivation>1</TripWireActivation>
|
||||
<TripWire>1</TripWire>
|
||||
<usActionItemFlag>34</usActionItemFlag> <!-- net 2, lvl 2-->
|
||||
<STAND_MODIFIERS />
|
||||
<CROUCH_MODIFIERS />
|
||||
<PRONE_MODIFIERS />
|
||||
</ITEM>
|
||||
<ITEM>
|
||||
<uiIndex>1596</uiIndex>
|
||||
<szItemName>Tripwire</szItemName>
|
||||
<szLongItemName>Tripwire</szLongItemName>
|
||||
<szItemDesc>If you want to build intricate, complex systems of mines, you'll need tripwire to connect your devices. You know you want to.</szItemDesc>
|
||||
<szBRName>Tripwire</szBRName>
|
||||
<szBRDesc>Tripwire for mines. Only 10 bucks per meter, just this week!</szBRDesc>
|
||||
<usItemClass>512</usItemClass>
|
||||
<nasLayoutClass>1</nasLayoutClass>
|
||||
<ubClassIndex>86</ubClassIndex>
|
||||
<ubCursor>18</ubCursor>
|
||||
<ubGraphicType>2</ubGraphicType>
|
||||
<ubGraphicNum>66</ubGraphicNum>
|
||||
<ubWeight>1</ubWeight>
|
||||
<ubPerPocket>8</ubPerPocket>
|
||||
<ItemSize>10</ItemSize>
|
||||
<usPrice>10</usPrice>
|
||||
<ubCoolness>3</ubCoolness>
|
||||
<Damageable>1</Damageable>
|
||||
<Metal>1</Metal>
|
||||
<BigGunList>1</BigGunList>
|
||||
<BR_NewInventory>40</BR_NewInventory>
|
||||
<BR_UsedInventory>25</BR_UsedInventory>
|
||||
<Mine>1</Mine>
|
||||
<TripWireActivation>1</TripWireActivation>
|
||||
<TripWire>1</TripWire>
|
||||
<usActionItemFlag>66</usActionItemFlag> <!-- net 2, lvl 3-->
|
||||
<STAND_MODIFIERS />
|
||||
<CROUCH_MODIFIERS />
|
||||
<PRONE_MODIFIERS />
|
||||
</ITEM>
|
||||
<ITEM>
|
||||
<uiIndex>1597</uiIndex>
|
||||
<szItemName>Tripwire</szItemName>
|
||||
<szLongItemName>Tripwire</szLongItemName>
|
||||
<szItemDesc>If you want to build intricate, complex systems of mines, you'll need tripwire to connect your devices. You know you want to.</szItemDesc>
|
||||
<szBRName>Tripwire</szBRName>
|
||||
<szBRDesc>Tripwire for mines. Only 10 bucks per meter, just this week!</szBRDesc>
|
||||
<usItemClass>512</usItemClass>
|
||||
<nasLayoutClass>1</nasLayoutClass>
|
||||
<ubClassIndex>86</ubClassIndex>
|
||||
<ubCursor>18</ubCursor>
|
||||
<ubGraphicType>2</ubGraphicType>
|
||||
<ubGraphicNum>66</ubGraphicNum>
|
||||
<ubWeight>1</ubWeight>
|
||||
<ubPerPocket>8</ubPerPocket>
|
||||
<ItemSize>10</ItemSize>
|
||||
<usPrice>10</usPrice>
|
||||
<ubCoolness>3</ubCoolness>
|
||||
<Damageable>1</Damageable>
|
||||
<Metal>1</Metal>
|
||||
<BigGunList>1</BigGunList>
|
||||
<BR_NewInventory>40</BR_NewInventory>
|
||||
<BR_UsedInventory>25</BR_UsedInventory>
|
||||
<Mine>1</Mine>
|
||||
<TripWireActivation>1</TripWireActivation>
|
||||
<TripWire>1</TripWire>
|
||||
<usActionItemFlag>130</usActionItemFlag> <!-- net 2, lvl 4-->
|
||||
<STAND_MODIFIERS />
|
||||
<CROUCH_MODIFIERS />
|
||||
<PRONE_MODIFIERS />
|
||||
</ITEM>
|
||||
<ITEM>
|
||||
<uiIndex>1598</uiIndex>
|
||||
<szItemName>Tripwire</szItemName>
|
||||
<szLongItemName>Tripwire</szLongItemName>
|
||||
<szItemDesc>If you want to build intricate, complex systems of mines, you'll need tripwire to connect your devices. You know you want to.</szItemDesc>
|
||||
<szBRName>Tripwire</szBRName>
|
||||
<szBRDesc>Tripwire for mines. Only 10 bucks per meter, just this week!</szBRDesc>
|
||||
<usItemClass>512</usItemClass>
|
||||
<nasLayoutClass>1</nasLayoutClass>
|
||||
<ubClassIndex>86</ubClassIndex>
|
||||
<ubCursor>18</ubCursor>
|
||||
<ubGraphicType>2</ubGraphicType>
|
||||
<ubGraphicNum>66</ubGraphicNum>
|
||||
<ubWeight>1</ubWeight>
|
||||
<ubPerPocket>8</ubPerPocket>
|
||||
<ItemSize>10</ItemSize>
|
||||
<usPrice>10</usPrice>
|
||||
<ubCoolness>3</ubCoolness>
|
||||
<Damageable>1</Damageable>
|
||||
<Metal>1</Metal>
|
||||
<BigGunList>1</BigGunList>
|
||||
<BR_NewInventory>40</BR_NewInventory>
|
||||
<BR_UsedInventory>25</BR_UsedInventory>
|
||||
<Mine>1</Mine>
|
||||
<TripWireActivation>1</TripWireActivation>
|
||||
<TripWire>1</TripWire>
|
||||
<usActionItemFlag>20</usActionItemFlag> <!-- net 3, lvl 1-->
|
||||
<STAND_MODIFIERS />
|
||||
<CROUCH_MODIFIERS />
|
||||
<PRONE_MODIFIERS />
|
||||
</ITEM>
|
||||
<ITEM>
|
||||
<uiIndex>1599</uiIndex>
|
||||
<szItemName>Tripwire</szItemName>
|
||||
<szLongItemName>Tripwire</szLongItemName>
|
||||
<szItemDesc>If you want to build intricate, complex systems of mines, you'll need tripwire to connect your devices. You know you want to.</szItemDesc>
|
||||
<szBRName>Tripwire</szBRName>
|
||||
<szBRDesc>Tripwire for mines. Only 10 bucks per meter, just this week!</szBRDesc>
|
||||
<usItemClass>512</usItemClass>
|
||||
<nasLayoutClass>1</nasLayoutClass>
|
||||
<ubClassIndex>86</ubClassIndex>
|
||||
<ubCursor>18</ubCursor>
|
||||
<ubGraphicType>2</ubGraphicType>
|
||||
<ubGraphicNum>66</ubGraphicNum>
|
||||
<ubWeight>1</ubWeight>
|
||||
<ubPerPocket>8</ubPerPocket>
|
||||
<ItemSize>10</ItemSize>
|
||||
<usPrice>10</usPrice>
|
||||
<ubCoolness>3</ubCoolness>
|
||||
<Damageable>1</Damageable>
|
||||
<Metal>1</Metal>
|
||||
<BigGunList>1</BigGunList>
|
||||
<BR_NewInventory>40</BR_NewInventory>
|
||||
<BR_UsedInventory>25</BR_UsedInventory>
|
||||
<Mine>1</Mine>
|
||||
<TripWireActivation>1</TripWireActivation>
|
||||
<TripWire>1</TripWire>
|
||||
<usActionItemFlag>36</usActionItemFlag> <!-- net 3, lvl 2-->
|
||||
<STAND_MODIFIERS />
|
||||
<CROUCH_MODIFIERS />
|
||||
<PRONE_MODIFIERS />
|
||||
</ITEM>
|
||||
<ITEM>
|
||||
<uiIndex>1600</uiIndex>
|
||||
<szItemName>Tripwire</szItemName>
|
||||
<szLongItemName>Tripwire</szLongItemName>
|
||||
<szItemDesc>If you want to build intricate, complex systems of mines, you'll need tripwire to connect your devices. You know you want to.</szItemDesc>
|
||||
<szBRName>Tripwire</szBRName>
|
||||
<szBRDesc>Tripwire for mines. Only 10 bucks per meter, just this week!</szBRDesc>
|
||||
<usItemClass>512</usItemClass>
|
||||
<nasLayoutClass>1</nasLayoutClass>
|
||||
<ubClassIndex>86</ubClassIndex>
|
||||
<ubCursor>18</ubCursor>
|
||||
<ubGraphicType>2</ubGraphicType>
|
||||
<ubGraphicNum>66</ubGraphicNum>
|
||||
<ubWeight>1</ubWeight>
|
||||
<ubPerPocket>8</ubPerPocket>
|
||||
<ItemSize>10</ItemSize>
|
||||
<usPrice>10</usPrice>
|
||||
<ubCoolness>3</ubCoolness>
|
||||
<Damageable>1</Damageable>
|
||||
<Metal>1</Metal>
|
||||
<BigGunList>1</BigGunList>
|
||||
<BR_NewInventory>40</BR_NewInventory>
|
||||
<BR_UsedInventory>25</BR_UsedInventory>
|
||||
<Mine>1</Mine>
|
||||
<TripWireActivation>1</TripWireActivation>
|
||||
<TripWire>1</TripWire>
|
||||
<usActionItemFlag>68</usActionItemFlag> <!-- net 3, lvl 3-->
|
||||
<STAND_MODIFIERS />
|
||||
<CROUCH_MODIFIERS />
|
||||
<PRONE_MODIFIERS />
|
||||
</ITEM>
|
||||
<ITEM>
|
||||
<uiIndex>1601</uiIndex>
|
||||
<szItemName>Tripwire</szItemName>
|
||||
<szLongItemName>Tripwire</szLongItemName>
|
||||
<szItemDesc>If you want to build intricate, complex systems of mines, you'll need tripwire to connect your devices. You know you want to.</szItemDesc>
|
||||
<szBRName>Tripwire</szBRName>
|
||||
<szBRDesc>Tripwire for mines. Only 10 bucks per meter, just this week!</szBRDesc>
|
||||
<usItemClass>512</usItemClass>
|
||||
<nasLayoutClass>1</nasLayoutClass>
|
||||
<ubClassIndex>86</ubClassIndex>
|
||||
<ubCursor>18</ubCursor>
|
||||
<ubGraphicType>2</ubGraphicType>
|
||||
<ubGraphicNum>66</ubGraphicNum>
|
||||
<ubWeight>1</ubWeight>
|
||||
<ubPerPocket>8</ubPerPocket>
|
||||
<ItemSize>10</ItemSize>
|
||||
<usPrice>10</usPrice>
|
||||
<ubCoolness>3</ubCoolness>
|
||||
<Damageable>1</Damageable>
|
||||
<Metal>1</Metal>
|
||||
<BigGunList>1</BigGunList>
|
||||
<BR_NewInventory>40</BR_NewInventory>
|
||||
<BR_UsedInventory>25</BR_UsedInventory>
|
||||
<Mine>1</Mine>
|
||||
<TripWireActivation>1</TripWireActivation>
|
||||
<TripWire>1</TripWire>
|
||||
<usActionItemFlag>132</usActionItemFlag> <!-- net 3, lvl 4-->
|
||||
<STAND_MODIFIERS />
|
||||
<CROUCH_MODIFIERS />
|
||||
<PRONE_MODIFIERS />
|
||||
</ITEM>
|
||||
<ITEM>
|
||||
<uiIndex>1602</uiIndex>
|
||||
<szItemName>Tripwire</szItemName>
|
||||
<szLongItemName>Tripwire</szLongItemName>
|
||||
<szItemDesc>If you want to build intricate, complex systems of mines, you'll need tripwire to connect your devices. You know you want to.</szItemDesc>
|
||||
<szBRName>Tripwire</szBRName>
|
||||
<szBRDesc>Tripwire for mines. Only 10 bucks per meter, just this week!</szBRDesc>
|
||||
<usItemClass>512</usItemClass>
|
||||
<nasLayoutClass>1</nasLayoutClass>
|
||||
<ubClassIndex>86</ubClassIndex>
|
||||
<ubCursor>18</ubCursor>
|
||||
<ubGraphicType>2</ubGraphicType>
|
||||
<ubGraphicNum>66</ubGraphicNum>
|
||||
<ubWeight>1</ubWeight>
|
||||
<ubPerPocket>8</ubPerPocket>
|
||||
<ItemSize>10</ItemSize>
|
||||
<usPrice>10</usPrice>
|
||||
<ubCoolness>3</ubCoolness>
|
||||
<Damageable>1</Damageable>
|
||||
<Metal>1</Metal>
|
||||
<BigGunList>1</BigGunList>
|
||||
<BR_NewInventory>40</BR_NewInventory>
|
||||
<BR_UsedInventory>25</BR_UsedInventory>
|
||||
<Mine>1</Mine>
|
||||
<TripWireActivation>1</TripWireActivation>
|
||||
<TripWire>1</TripWire>
|
||||
<usActionItemFlag>24</usActionItemFlag> <!-- net 4, lvl 1-->
|
||||
<STAND_MODIFIERS />
|
||||
<CROUCH_MODIFIERS />
|
||||
<PRONE_MODIFIERS />
|
||||
</ITEM>
|
||||
<ITEM>
|
||||
<uiIndex>1603</uiIndex>
|
||||
<szItemName>Tripwire</szItemName>
|
||||
<szLongItemName>Tripwire</szLongItemName>
|
||||
<szItemDesc>If you want to build intricate, complex systems of mines, you'll need tripwire to connect your devices. You know you want to.</szItemDesc>
|
||||
<szBRName>Tripwire</szBRName>
|
||||
<szBRDesc>Tripwire for mines. Only 10 bucks per meter, just this week!</szBRDesc>
|
||||
<usItemClass>512</usItemClass>
|
||||
<nasLayoutClass>1</nasLayoutClass>
|
||||
<ubClassIndex>86</ubClassIndex>
|
||||
<ubCursor>18</ubCursor>
|
||||
<ubGraphicType>2</ubGraphicType>
|
||||
<ubGraphicNum>66</ubGraphicNum>
|
||||
<ubWeight>1</ubWeight>
|
||||
<ubPerPocket>8</ubPerPocket>
|
||||
<ItemSize>10</ItemSize>
|
||||
<usPrice>10</usPrice>
|
||||
<ubCoolness>3</ubCoolness>
|
||||
<Damageable>1</Damageable>
|
||||
<Metal>1</Metal>
|
||||
<BigGunList>1</BigGunList>
|
||||
<BR_NewInventory>40</BR_NewInventory>
|
||||
<BR_UsedInventory>25</BR_UsedInventory>
|
||||
<Mine>1</Mine>
|
||||
<TripWireActivation>1</TripWireActivation>
|
||||
<TripWire>1</TripWire>
|
||||
<usActionItemFlag>40</usActionItemFlag> <!-- net 4, lvl 2-->
|
||||
<STAND_MODIFIERS />
|
||||
<CROUCH_MODIFIERS />
|
||||
<PRONE_MODIFIERS />
|
||||
</ITEM>
|
||||
<ITEM>
|
||||
<uiIndex>1604</uiIndex>
|
||||
<szItemName>Tripwire</szItemName>
|
||||
<szLongItemName>Tripwire</szLongItemName>
|
||||
<szItemDesc>If you want to build intricate, complex systems of mines, you'll need tripwire to connect your devices. You know you want to.</szItemDesc>
|
||||
<szBRName>Tripwire</szBRName>
|
||||
<szBRDesc>Tripwire for mines. Only 10 bucks per meter, just this week!</szBRDesc>
|
||||
<usItemClass>512</usItemClass>
|
||||
<nasLayoutClass>1</nasLayoutClass>
|
||||
<ubClassIndex>86</ubClassIndex>
|
||||
<ubCursor>18</ubCursor>
|
||||
<ubGraphicType>2</ubGraphicType>
|
||||
<ubGraphicNum>66</ubGraphicNum>
|
||||
<ubWeight>1</ubWeight>
|
||||
<ubPerPocket>8</ubPerPocket>
|
||||
<ItemSize>10</ItemSize>
|
||||
<usPrice>10</usPrice>
|
||||
<ubCoolness>3</ubCoolness>
|
||||
<Damageable>1</Damageable>
|
||||
<Metal>1</Metal>
|
||||
<BigGunList>1</BigGunList>
|
||||
<BR_NewInventory>40</BR_NewInventory>
|
||||
<BR_UsedInventory>25</BR_UsedInventory>
|
||||
<Mine>1</Mine>
|
||||
<TripWireActivation>1</TripWireActivation>
|
||||
<TripWire>1</TripWire>
|
||||
<usActionItemFlag>72</usActionItemFlag> <!-- net 4, lvl 3-->
|
||||
<STAND_MODIFIERS />
|
||||
<CROUCH_MODIFIERS />
|
||||
<PRONE_MODIFIERS />
|
||||
</ITEM>
|
||||
<ITEM>
|
||||
<uiIndex>1605</uiIndex>
|
||||
<szItemName>Tripwire</szItemName>
|
||||
<szLongItemName>Tripwire</szLongItemName>
|
||||
<szItemDesc>If you want to build intricate, complex systems of mines, you'll need tripwire to connect your devices. You know you want to.</szItemDesc>
|
||||
<szBRName>Tripwire</szBRName>
|
||||
<szBRDesc>Tripwire for mines. Only 10 bucks per meter, just this week!</szBRDesc>
|
||||
<usItemClass>512</usItemClass>
|
||||
<nasLayoutClass>1</nasLayoutClass>
|
||||
<ubClassIndex>86</ubClassIndex>
|
||||
<ubCursor>18</ubCursor>
|
||||
<ubGraphicType>2</ubGraphicType>
|
||||
<ubGraphicNum>66</ubGraphicNum>
|
||||
<ubWeight>1</ubWeight>
|
||||
<ubPerPocket>8</ubPerPocket>
|
||||
<ItemSize>10</ItemSize>
|
||||
<usPrice>10</usPrice>
|
||||
<ubCoolness>3</ubCoolness>
|
||||
<Damageable>1</Damageable>
|
||||
<Metal>1</Metal>
|
||||
<BigGunList>1</BigGunList>
|
||||
<BR_NewInventory>40</BR_NewInventory>
|
||||
<BR_UsedInventory>25</BR_UsedInventory>
|
||||
<Mine>1</Mine>
|
||||
<TripWireActivation>1</TripWireActivation>
|
||||
<TripWire>1</TripWire>
|
||||
<usActionItemFlag>136</usActionItemFlag> <!-- net 4, lvl 4-->
|
||||
<STAND_MODIFIERS />
|
||||
<CROUCH_MODIFIERS />
|
||||
<PRONE_MODIFIERS />
|
||||
</ITEM>
|
||||
</ITEMLIST>
|
||||
@@ -283,147 +283,171 @@ BombItem:
|
||||
</ACTION_ITEM>
|
||||
<ACTION_ITEM>
|
||||
<uiIndex>34</uiIndex>
|
||||
<Name>Empty action</Name>
|
||||
<ActionID>0</ActionID>
|
||||
<Blow_Up>0</Blow_Up>
|
||||
<Name>M18 Claymore, NORTH</Name>
|
||||
<ActionID>3</ActionID>
|
||||
<Blow_Up>1</Blow_Up>
|
||||
<BombItem>1523</BombItem>
|
||||
</ACTION_ITEM>
|
||||
<ACTION_ITEM>
|
||||
<uiIndex>35</uiIndex>
|
||||
<Name>Empty action</Name>
|
||||
<ActionID>0</ActionID>
|
||||
<Blow_Up>0</Blow_Up>
|
||||
<Name>M18 Claymore, NORTHEAST</Name>
|
||||
<ActionID>3</ActionID>
|
||||
<Blow_Up>1</Blow_Up>
|
||||
<BombItem>1584</BombItem>
|
||||
</ACTION_ITEM>
|
||||
<ACTION_ITEM>
|
||||
<uiIndex>36</uiIndex>
|
||||
<Name>Empty action</Name>
|
||||
<ActionID>0</ActionID>
|
||||
<Blow_Up>0</Blow_Up>
|
||||
<Name>M18 Claymore, EAST</Name>
|
||||
<ActionID>3</ActionID>
|
||||
<Blow_Up>1</Blow_Up>
|
||||
<BombItem>1585</BombItem>
|
||||
</ACTION_ITEM>
|
||||
<ACTION_ITEM>
|
||||
<uiIndex>37</uiIndex>
|
||||
<Name>Empty action</Name>
|
||||
<ActionID>0</ActionID>
|
||||
<Blow_Up>0</Blow_Up>
|
||||
<Name>M18 Claymore, SOUTHEAST</Name>
|
||||
<ActionID>3</ActionID>
|
||||
<Blow_Up>1</Blow_Up>
|
||||
<BombItem>1586</BombItem>
|
||||
</ACTION_ITEM>
|
||||
<ACTION_ITEM>
|
||||
<uiIndex>38</uiIndex>
|
||||
<Name>Empty action</Name>
|
||||
<ActionID>0</ActionID>
|
||||
<Blow_Up>0</Blow_Up>
|
||||
<Name>M18 Claymore, SOUTH</Name>
|
||||
<ActionID>3</ActionID>
|
||||
<Blow_Up>1</Blow_Up>
|
||||
<BombItem>1587</BombItem>
|
||||
</ACTION_ITEM>
|
||||
<ACTION_ITEM>
|
||||
<uiIndex>39</uiIndex>
|
||||
<Name>Empty action</Name>
|
||||
<ActionID>0</ActionID>
|
||||
<Blow_Up>0</Blow_Up>
|
||||
<Name>M18 Claymore, SOUTHWEST</Name>
|
||||
<ActionID>3</ActionID>
|
||||
<Blow_Up>1</Blow_Up>
|
||||
<BombItem>1588</BombItem>
|
||||
</ACTION_ITEM>
|
||||
<ACTION_ITEM>
|
||||
<uiIndex>40</uiIndex>
|
||||
<Name>Empty action</Name>
|
||||
<ActionID>0</ActionID>
|
||||
<Blow_Up>0</Blow_Up>
|
||||
<Name>M18 Claymore, WEST</Name>
|
||||
<ActionID>3</ActionID>
|
||||
<Blow_Up>1</Blow_Up>
|
||||
<BombItem>1589</BombItem>
|
||||
</ACTION_ITEM>
|
||||
<ACTION_ITEM>
|
||||
<uiIndex>41</uiIndex>
|
||||
<Name>Empty action</Name>
|
||||
<ActionID>0</ActionID>
|
||||
<Blow_Up>0</Blow_Up>
|
||||
<Name>M18 Claymore, NORTHWEST</Name>
|
||||
<ActionID>3</ActionID>
|
||||
<Blow_Up>1</Blow_Up>
|
||||
<BombItem>1590</BombItem>
|
||||
</ACTION_ITEM>
|
||||
<ACTION_ITEM>
|
||||
<uiIndex>42</uiIndex>
|
||||
<Name>Empty action</Name>
|
||||
<ActionID>0</ActionID>
|
||||
<Blow_Up>0</Blow_Up>
|
||||
<Name>Tripwire Net 1 Lvl 1</Name>
|
||||
<ActionID>3</ActionID>
|
||||
<Blow_Up>1</Blow_Up>
|
||||
<BombItem>1524</BombItem>
|
||||
</ACTION_ITEM>
|
||||
<ACTION_ITEM>
|
||||
<uiIndex>43</uiIndex>
|
||||
<Name>Empty action</Name>
|
||||
<ActionID>0</ActionID>
|
||||
<Blow_Up>0</Blow_Up>
|
||||
<Name>Tripwire Net 1 Lvl 2</Name>
|
||||
<ActionID>3</ActionID>
|
||||
<Blow_Up>1</Blow_Up>
|
||||
<BombItem>1591</BombItem>
|
||||
</ACTION_ITEM>
|
||||
<ACTION_ITEM>
|
||||
<uiIndex>44</uiIndex>
|
||||
<Name>Empty action</Name>
|
||||
<ActionID>0</ActionID>
|
||||
<Blow_Up>0</Blow_Up>
|
||||
<Name>Tripwire Net 1 Lvl 3</Name>
|
||||
<ActionID>3</ActionID>
|
||||
<Blow_Up>1</Blow_Up>
|
||||
<BombItem>1592</BombItem>
|
||||
</ACTION_ITEM>
|
||||
<ACTION_ITEM>
|
||||
<uiIndex>45</uiIndex>
|
||||
<Name>Empty action</Name>
|
||||
<ActionID>0</ActionID>
|
||||
<Blow_Up>0</Blow_Up>
|
||||
<Name>Tripwire Net 1 Lvl 4</Name>
|
||||
<ActionID>3</ActionID>
|
||||
<Blow_Up>1</Blow_Up>
|
||||
<BombItem>1593</BombItem>
|
||||
</ACTION_ITEM>
|
||||
<ACTION_ITEM>
|
||||
<uiIndex>46</uiIndex>
|
||||
<Name>Empty action</Name>
|
||||
<ActionID>0</ActionID>
|
||||
<Blow_Up>0</Blow_Up>
|
||||
<Name>Tripwire Net 2 Lvl 1</Name>
|
||||
<ActionID>3</ActionID>
|
||||
<Blow_Up>1</Blow_Up>
|
||||
<BombItem>1594</BombItem>
|
||||
</ACTION_ITEM>
|
||||
<ACTION_ITEM>
|
||||
<uiIndex>47</uiIndex>
|
||||
<Name>Empty action</Name>
|
||||
<ActionID>0</ActionID>
|
||||
<Blow_Up>0</Blow_Up>
|
||||
<Name>Tripwire Net 2 Lvl 2</Name>
|
||||
<ActionID>3</ActionID>
|
||||
<Blow_Up>1</Blow_Up>
|
||||
<BombItem>1595</BombItem>
|
||||
</ACTION_ITEM>
|
||||
<ACTION_ITEM>
|
||||
<uiIndex>48</uiIndex>
|
||||
<Name>Empty action</Name>
|
||||
<ActionID>0</ActionID>
|
||||
<Blow_Up>0</Blow_Up>
|
||||
<Name>Tripwire Net 2 Lvl 3</Name>
|
||||
<ActionID>3</ActionID>
|
||||
<Blow_Up>1</Blow_Up>
|
||||
<BombItem>1596</BombItem>
|
||||
</ACTION_ITEM>
|
||||
<ACTION_ITEM>
|
||||
<uiIndex>49</uiIndex>
|
||||
<Name>Empty action</Name>
|
||||
<ActionID>0</ActionID>
|
||||
<Blow_Up>0</Blow_Up>
|
||||
<Name>Tripwire Net 2 Lvl 4</Name>
|
||||
<ActionID>3</ActionID>
|
||||
<Blow_Up>1</Blow_Up>
|
||||
<BombItem>1597</BombItem>
|
||||
</ACTION_ITEM>
|
||||
<ACTION_ITEM>
|
||||
<uiIndex>50</uiIndex>
|
||||
<Name>Empty action</Name>
|
||||
<ActionID>0</ActionID>
|
||||
<Blow_Up>0</Blow_Up>
|
||||
<Name>Tripwire Net 3 Lvl 1</Name>
|
||||
<ActionID>3</ActionID>
|
||||
<Blow_Up>1</Blow_Up>
|
||||
<BombItem>1598</BombItem>
|
||||
</ACTION_ITEM>
|
||||
<ACTION_ITEM>
|
||||
<uiIndex>51</uiIndex>
|
||||
<Name>Empty action</Name>
|
||||
<ActionID>0</ActionID>
|
||||
<Blow_Up>0</Blow_Up>
|
||||
<Name>Tripwire Net 3 Lvl 2</Name>
|
||||
<ActionID>3</ActionID>
|
||||
<Blow_Up>1</Blow_Up>
|
||||
<BombItem>1599</BombItem>
|
||||
</ACTION_ITEM>
|
||||
<ACTION_ITEM>
|
||||
<uiIndex>52</uiIndex>
|
||||
<Name>Empty action</Name>
|
||||
<ActionID>0</ActionID>
|
||||
<Blow_Up>0</Blow_Up>
|
||||
<Name>Tripwire Net 3 Lvl 3</Name>
|
||||
<ActionID>3</ActionID>
|
||||
<Blow_Up>1</Blow_Up>
|
||||
<BombItem>1600</BombItem>
|
||||
</ACTION_ITEM>
|
||||
<ACTION_ITEM>
|
||||
<uiIndex>53</uiIndex>
|
||||
<Name>Empty action</Name>
|
||||
<ActionID>0</ActionID>
|
||||
<Blow_Up>0</Blow_Up>
|
||||
<Name>Tripwire Net 3 Lvl 4</Name>
|
||||
<ActionID>3</ActionID>
|
||||
<Blow_Up>1</Blow_Up>
|
||||
<BombItem>1601</BombItem>
|
||||
</ACTION_ITEM>
|
||||
<ACTION_ITEM>
|
||||
<uiIndex>54</uiIndex>
|
||||
<Name>Empty action</Name>
|
||||
<ActionID>0</ActionID>
|
||||
<Blow_Up>0</Blow_Up>
|
||||
<Name>Tripwire Net 4 Lvl 1</Name>
|
||||
<ActionID>3</ActionID>
|
||||
<Blow_Up>1</Blow_Up>
|
||||
<BombItem>1602</BombItem>
|
||||
</ACTION_ITEM>
|
||||
<ACTION_ITEM>
|
||||
<uiIndex>55</uiIndex>
|
||||
<Name>Empty action</Name>
|
||||
<ActionID>0</ActionID>
|
||||
<Blow_Up>0</Blow_Up>
|
||||
<Name>Tripwire Net 4 Lvl 2</Name>
|
||||
<ActionID>3</ActionID>
|
||||
<Blow_Up>1</Blow_Up>
|
||||
<BombItem>1603</BombItem>
|
||||
</ACTION_ITEM>
|
||||
<ACTION_ITEM>
|
||||
<uiIndex>56</uiIndex>
|
||||
<Name>Empty action</Name>
|
||||
<ActionID>0</ActionID>
|
||||
<Blow_Up>0</Blow_Up>
|
||||
<Name>Tripwire Net 4 Lvl 3</Name>
|
||||
<ActionID>3</ActionID>
|
||||
<Blow_Up>1</Blow_Up>
|
||||
<BombItem>1604</BombItem>
|
||||
</ACTION_ITEM>
|
||||
<ACTION_ITEM>
|
||||
<uiIndex>57</uiIndex>
|
||||
<Name>Empty action</Name>
|
||||
<ActionID>0</ActionID>
|
||||
<Blow_Up>0</Blow_Up>
|
||||
<Name>Tripwire Net 4 Lvl 4</Name>
|
||||
<ActionID>3</ActionID>
|
||||
<Blow_Up>1</Blow_Up>
|
||||
<BombItem>1605</BombItem>
|
||||
</ACTION_ITEM>
|
||||
<ACTION_ITEM>
|
||||
<uiIndex>58</uiIndex>
|
||||
|
||||
Reference in New Issue
Block a user